"THE MONGOLS: FROM GENGHIS TO KUBLAI KHAN" SCENARIO, VERSION 3.1
								by Harlan Thompson

"I am the scourge of God.  Heaven had delivered you into my hands that I may punish
you for your sins, for you have sinned greatly."

Genghis Khan, spoken from the pulpit of a large mosque in the Central Asian town of
Bukhara, just before ordering his troops to level the town and kill most of its citizens.

(you may need to widen the margins and use the New Courier font to view this file
correctly, esp. the units chart)

	In 1211 Genghis Khan and his Mongol horde burst out of the steppes of Mongolia
and onto the pages of history.  He and his successors created the largest empire in
the history of the world.  Can you equal or even surpass their incredible military
accomplishments?  You have only 70 years before cultural assimilation and hassles
of ruling domesticated the fierce Mongols, curbing their appetite for conquest (the
last major Mongol attacks came around 1280, near the end of Kubilai Khan's life).  
Each turn represents nine months for a total of 100 turns.
	I won't lie to you- this is a big and very detailed scenario.  It will take
a bit of time to learn how it works and much, much more time to finish a complete game!
Enjoy.

CHANGES IN THE NEW VERSION
	This is more than an update, its a whole new scenario loosely based on the old.
This is because it uses a new map.  In the new map distances between towns are almost
doubled.  There are many new units, new wonders, new terrain, and new events and new
everything!  If you are familiar with the old version you will need to refamiliarize
yourself.

INSTALLATION
	The game will only work with the extra capabilities given by the Fantastic Worlds
CD-ROM.  If you have installed this CD, follow this simple procedure:  Make a new folder
under your scenarios folder (which is inside your civ2 folder).  Call the folder
"Mongols" or whatever you want (but not "Mongol" as there probably already is one
from the Conflicts in Civ CD-ROM with that name).  Put all the files you downloaded in
your new folder, and play.

**** THE PLAYERS ****
       It's not easy to represent the dozens of countries of Europe, Asia and even 
Africa with only 7 civilizations.  Several civs do correspond with real countries
(the Mongols, Khwarizmians, Sung Chinese and Indians) but the others more represent
broad cultural groupings, and then there are many barbarian cities here and there
representing independent forces.  You can choose to be any civ of course (except the
Barbarians) but this game is designed first and foremost for you to be the Mongols.
After that, it might be interesting to be one of the other "real" countries, but if
you do, unfortunately assume the computer will not do nearly as well with the Mongols
as they should (think of it as a "what if" Genghis Khan never was successful).
	It is impossible to change forms of government, so the government types 
mentioned below after each country name are permanent.  Note that virtually every
civilization is permanently at war with all of its immediate neighbors.  The following
are listed roughly in order of playability for the human player.

THE MONGOLS- Despotism
	When you think about it, the rise of the Mongols is one of the most amazing
things of all time.  An extremely backwards people with no particularly special skills, 
unique technologies or military units and a very small population manages to create 
the largest empire ever in the history of the world!  From a few tent camps in
Siberia to attacking Germany, Java and Japan all in less than 100 years.  Certainly
it was no cakewalk and I've made this (IMHO) a very hard scenario to win.	 
	You start off with very little except lots of veteran troops and the genius
of Genghis Khan and his Yasa Code.  You only have four small cities and virtually no
technologies except for those needed for the units you have.  In truth the Mongols
didn't even have an alphabet when they started conquering the world.
	The only way you can capture a city is by conquering it- your Spy is not able
to bribe towns.  This is because no town ever willingly gave itself up to the Mongols.
Sure, there were places that surrendered without fighting, but in virtually every single
case the town rose up in rebellion the first chance it had and the Mongols had to go in
and conquer and ravage the town anyways.  The reluctance to join the Mongols is obvious:
you will note a huge swath of destruction following your conquests.  What city improvements
aren't destroyed upon conquest you may choose to sell off, leaving a hollow, starving
wreck of a town.  Don't worry, this is to be expected.  The Mongol conquest of China cut
the population in half, and some other areas and towns became completely depopulated!
	The Mongols are permanently at war and unable to talk to every other civ in the game.
In addition, no civ can talk to the Mongols EXCEPT the Christians.  This is because the
Christians were the only exception to the Mongols' general attitude of all out war.  Several
times the Mongols tried to make an alliance with the Christians to divide up the Muslim
countries in the Middle East but the Christians turned them down.  In this game the
Christians have to make the initiative to prevent an alliance from being too easy to get.

MONGOL STRATEGY
	Let me give a rundown on the situation for the Mongols as the scenario begins.
In 1206, Temujin, better known by his title Genghis Khan, finally unified all of the
Mongol tribes for the first time in history.  It took him several decades to accomplish
that and by 1206 he was already well in his forties.  The Mongols launched an attack
upon the Minyak kingdom, represented in this game by the barbarian towns in the middle
of the Chin / Kara-Khitai area.  The Mongols were victorious in the countryside but unable
to storm the towns since they had no siege experience.  The war ended in a treaty somewhat
favorable to the Mongols: the Minyak got to keep their territory but the Mongols are
able to freely move their armies through it and the Minyak must pay tribute.
	In 1211 as the scenario begins, the Mongols are set to launch an attack on the
larger Chin Empire.  Genghis Khan has spent several years marshalling every force
available to him, and many horsemen from the Kara-Khitai kingdom have spontaneous joined
his army with the expectation of plunder.  But the Mongols face the same problem they
had with the Minyak: excellent cavalry but no seige warfare weaponry.  You task should
be to take a few smaller towns and steal, steal, steal technologies.  Only after you have
a weapon or two that can avoid city walls should you attempt to conquer Ta-tu or any
other really big city.  Don't attack the Great Wall any more than absoletely necessary
to let your troops through.
	Historically the war was long and hard, lasting five years.  Once Ta-tu is
conquered, the Kara-Khitai will be easy picking (their city walls will disappear).
Many horsemen and two towns from this kingdom have already joined you, and once you can 
show you are a great conqueror, their remaining resistance to you will be light.
At this point, Genghis Khan stopped his great offensive against the Chin (though
still at war with them), leaving the large cities of Kaifeng and Chang'an as a barrier
between him and the Sung Chinese, and attacked the Khwarizmians who were looking to
expand east.  He still let the Minyak be since they posed no threat.  You may be wise
to do the same if you do as well (if so, let I-tu, Loyang and Henan stay Chin as well
because there are many important fortifications controlled by these towns).
	Other comments.  Don't fight Sung China until you're ready for it- they are tougher
than you'd think (the Mongols didn't finish conquering them until 1279!).  Build Temples,
Post Houses and Intensive Irrigation in your towns as often as possible- this will help
make them at least somewhat productive and happy (and steal the necessary techs as soon
as you can!).  Also, you will need money and managing so many cities can be a real chore,
so it is wise to set your towns far from your borders on Trade Goods (i.e. Capitalization)
once you have their unhappiness, corruption and starvation problems under control.  The
Mongols will always be short of money.  A quick way to fix this is through expansion-
certain key towns like Baghdad and Delhi will yield a lot of treasure.  But if too many
troops die you won't have the money to build new armies and so you'll get stuck in a 
Catch-22 where you can't expand!  So be very careful that your units do not die needlessly,
especially the irreplacable Mongol Cavalry.

THE KHWARIZMIANS- Monarchy
	This Empire was like the Mongols' in many ways.  It had appeared seemingly overnight
and was rapidly expanding and attacking everywhere when Genghis Khan appeared on the scene.
They were even starting to invade into China at the same time the Mongols started invading
them.  Many of their warriors were steppe tribesmen like the Mongols and so they have the
same military units the Mongols do and then some.  The Khwarizmians are permanently at war
with the Muslims, Mongols, and Indians.  The capital is Urgenj and there is an Emperor
unit there representing Shah Mohammad.
	Although this scenario has been first and formost designed for the human player
to be the Mongols, I've play tested it as the Khwarizmians and it works quite well that
way.  You could imagine it as a "what if" the Mongols never succeeded against the Chin.
The Khwarizmian Shah had a brilliant son, Jalal al-Din, who turned out to be the most
frustrating enemy the Mongols ever had, and had Genghis Khan not come along perhaps it
would have been Jalal al-Din who forged a giant empire.  If the Khwarizmian Emperor unit
is killed, it will be replaced by this unique and very powerful Jalal al-Din unit.
	The Khwarizmians are permanently at war with the Muslims, Mongols, and Indians.

THE SUNG CHINESE- Empire
	China had been divided into two parts for many years, but the Sung Chinese
ruled over the more populous and economically important part.  The Sung Chinese were the
most densely populated, developed and technologically advanced civ of the time. Perhaps
had the Mongols not decimated the Chinese, and even cut their population nearly in half,
the Chinese would have had a Renaissance several centuries before the Europeans.  The
capital Hang-zhou was the largest city in the world at the time (over three million
people!), and Marco Polo's later accurate description of it was met with disbelief in
Europe, where they couldn't believe cities of such size and grandeur could exist.  There
is an Emperor unit in Hang-zhou.
	The Sung Chinese are a real challenge to conquer (it took over half a century for
the Mongols to finally conquer it), but if you play this civ as the human player it will
be hard to break out of the natural barriers on all sides.  One potential tool the Sung
have is their naval technology you can develop.  Shortly after the recovery from the Mongol
invasions in the 1400s the Chinese dominated the Indian Ocean with ships many times larger
and more advanced than the Caravels and Galleons the Europeans later dominated Asia with.
Its a great mystery and historical "what if" what would have happened if the Chinese would
have used this navy instead of disbanding their fleet and turning inward as they did.  The
Sung also use a variety of gunpowder based weapons since they did not have the horse
breeding grounds necessary for lots of cavalry like the Chin.
	The Sung Chinese are permanently at war with the Mongols, Chin / Kara-Khitai and
Indians.

THE INDIANS- Monarchy
	Only 20 years before this scenario begins, Muslims from Afghanistan swept down into
India and founded the Delhi Sultanate in Northern India. However the rest of India remained
a collection of fiercely independent small states.  In addition, in Southeast Asia there
were several independent states, esp. the kingdoms of Pagan and Angkor that were near their
peak of glory at this time.  For this game, I decided to make the Indian civ the Delhi
Sultanate plus the kingdoms of Pagan and Angkor (since they wouldn't play properly under
barbarian control), and all the other areas are controlled by the barbarians.  It may be a
challenge to play this civ, cos the Indians are much better on defense than offense.
	My main concern in making this civ was making it tough to conquer.  Northerners
such as the Turks and Mongols were very out of sorts in the tropical jungle and fought
very poorly there.  So the defense factor of jungle terrain has been raised to be the same
as hills and many cities are built on jungle squares.  Also the Indians start out with the
Guerrilla Warfare tech, which causes many partisan units to be created every time an Indian
city is conquered.  The Indians are permanently at war with the Khwarizmians and Sung
Chinese.  There are capitals (Palaces) in Delhi, Pagan and Angkor.  Delhi has an Emperor
unit in it, and Pagan and Angkor have King units.  Sukhothai, Vijaya and Hanoi have
King units but no Palace since they were captials of smaller kingdoms.

The below civs have been designed only to be attacked and are not recommended to be
played as the human player.  They do not represent real countries, but rather many
countries rolled into one so it doesn't make historical sense to play them anyways.

CHIN AND KARA-KHITAI- Monarchy
        Northern China was divided into a number of political units at the start of the
scenario.  Chief amongst these were the Chin and the Kara-Khitai.  Both of these were
similar in many ways and their royal families were even closely related, so putting
both into one civ isn't really a problem.  The Chin are in the east, with their capital
(and Emperor unit) in Ta-tu, but their largest city is Kaifeng (which was the secong
largest city in the world with two million people).  The Kara-Khitai hold many of the
stops on the Silk Road between Central Asia and China.  Their capital is Almalik with a
King unit in it.  Between the two is the Minyak Kingdom, represented as barbarian.  Both
Chin and Kara-Khitai were nomadic peoples who conquered the settled lands and were
starting to lose their rougher nomadic ways as this scenario starts.  They still have
good cavalry units though in addition to many other weapons they share with the Sung.
Being fellow East Asians, the Chin and Kara-Khitai have nearly the same units and
technologies as the Sung Chinese, whom they are permanently at war with.  They are also
permanently at war with the Mongols.

THE CHRISTIANS- Monarchy
        Most every politically independent Christian state got lumped into this civ.  The
most powerful of the time were Venice, Genoa and Kiev, plus the Byzantine "Empire" which
was more of a city state by this time.  The Christians were also just barely holding onto
their Crusader state in the Holy Land.  In addition, there are Christian kingdom deep in
Africa.  Though largely forgotten they even sent troops to help in the Crusades.
	At the time the Christian world was rather backwards technologically and militarily
compared to Asia.  (An interesting hypothesis by the way is that they were able to leapfrog
over other civs and come to dominate the world because during Mongols times they were 
able to learn so much from the East (printing, compass, gunpowder, etc) and yet were the
only major region mostly spared from Mongol devastations.)   They start out with many towns,
but few are very impressive.  Only the tough defense of Constantinople and the disunity of
the Muslims prevented the Muslims from overrunning much of Europe.  The Christians are
permanently at war with the Muslims.  The main capital is Constantinople which has an Emperor
unit.  But Rome is just as important and has a Palace and Emperor unit as well.  The
Christians have additional capitals (Palaces) in Axum, Paris, Novgorod, Venice, Pest and
Kiev, which all contain King units also.

THE MUSLIMS- Monarchy
	This represents all the many Muslim states outside of the Khwarizmians and Delhi
Sultanate.  Political divisions kept this civ weak until the later rise of the Mamlukes
from Egypt.  This is represented by the powerful Mamlukes unit the Muslims will eventually
develop.  The rise of the Mamlukes happened to come right when the Mongols were invading,
and they were the first to succeed in stopping to Mongol advance.  The Mamlukes by the
way were Turkish horsemen from the northern steppes of Asia, essentially the same as the
Mongol horsemen.  The Delhi Sultanate also made limited use of Mamlukes since this was
an age of cavalry domination, but had more difficulty getting the Turks to India whereas
the Muslims had a good supply via the Black Sea.  The Muslim captial with Emperor unit is
Baghdad, but they also have capitals (Palace and King unit) in Cairo, Bulgar and Konya.
The Muslims are permanently at war with the Christians, Mongols and Khwarizmians.

THE BARBARIANS- Despotism
	The barbarians, which usually don't play an important role in most civ games, play a
more important one in this game.  Barbarians actually control many cities at the beginning
of the game.  This is to better represent how many areas faced a lot of internal battles
instead of always sending their troops to fight far away. For example, the Christians
tended to fight more amongst themselves than against the Muslims and other non-Christians,
so I put some barbarian towns right in the middle of Europe to keep them occupied (these
represent the forces of Fredrick the Great, fighting against the Pope).  Further clusters
of barbarian towns represent the Minyak (or Hsi-Hsia) kingdom in China, plus Korea and
Japan.  There are other barbarian towns in Europe, in Southeast Asia, in southern India,
one in Siberia and one in Persia.  All the barbarian towns are filled with and are building
units that are appropriate to their areas.  For instance, the Indian barbarians will build
things like Elephants and Indian Infantry.  In addition, there are barbarians that appear
far outside of towns that represent nomadic forces.  Look for such units coming out of the
steppes of Siberia, the Ukraine, and Arabia.
	Japan is also represented by the barbarian civ since there aren't enough civ slots
for it to have its own.  The Mongols twice under Kublai Khan tried to invade Japan but
failed miserably.  Partly this was because of storms that destoyed their boats but also
because of fierce resistance.  This is represented by the Samurai unit- as time goes on
more and more appear on the island and stay there so you may want to attack this island
early if you do at all.
	The Persian barbarian town, Alamut, is the most important and interesting of all
the barbarian controlled towns.  In real history this city and area was controlled by the
Ismailis, an unusual Islamic sect better known today as the Assassins (where the word
"assassin" comes from). This is because one of their main military weapons was simply
assassinating anyone who bothered them.  Recruits were drugged while asleep with hashish,
woken up inside a special place designed to look like heaven with beautiful women and
every thing they could want, and high on the drugs they had a wonderful time.  The next
morning they would be told they had visited a special heaven they could go to as soon
as they finished an assassination assignment.  It was devastatingly effective and no one
dared even try conquer their mountain stronghold until the Mongols came along.  This town
is always making Assassin units.
	The barbarians have no palaces because when barbarian towns are taken the Palaces
don't go away (grr, another Civ2 bug).  I don't want the Mongols to have more than one
capital to make its life easier!  However there are King units in the more important
barbarian towns which represent the capitals of small kingdoms: Kaesong, Kamakura, Ningsia,
Tali, Orissa, Warangal, Devagiri, Kampili, Mainz, Alamut, Pegu and Vilna. 

**** THE UNITS ****
	There are many new units that more closely reflect the militaries of the time.
Many older units have been changed.  Not all the units appear in the civilopedia so
to help you out here's a table.  The exclusive column shows which civs can build that
unit type: if the civ isn't mentioned in this column it can NEVER build this unit,
no matter what techs it gets.  Generally such civs start the game able to build such
units, but if their abbreviation is in parentheses, this means they still need to
research or trade for the tech necessary.
	Note that ALL units ignore zones of control.

NAME            COST ATT DEF MOVE HP FIRE SPECIAL  PREREQ. TECH    OBSOLETE?  EXCLUSIVE?
Armored Knights  80   6   2   2   2   2            Horse Armor     no          C     
Arrow Rocket     70   8   1   3   2   3   6        Rocketry        no          (S,CK)    
Assassin        500  11   0   3   3   5   2,3,6    --none--        no
Barrel Gun      100   6   2   1   2   1            Early Cannon    Cannon      
Battering Ram   100   6   2   3   1   1   3        Seige Expert.   no
Cameleers        80   6   2   2   1   1   2,4      Camel Training  no          (S,CK,MG,M)
Culverin         80   8   1   2   2   2   3        Early Cannon    no
Caravan          50   0   1   3   1   1   0        Trade           no
China Cavalry   100   6   2   4   2   2            --exclusive--   Rocketry    CK
China Infantry   40   6   3   1   2   1            --exclusive--   no          S,CJ
China Pikemen    30   1   2   1   2   1            --exclusive--   Gunmen      S,CJ
Crossbowmen      50   4   3   1   1   2            Crossbow        no
Envoy            80   0   0   2   1   1   4,8      Espionage       no
Elephant        140   5   3   2   4   2   5        --exclusive--   no          I
Emperor          --   7   8   1   3   2   4        --none--        --
Fire Grenade     50   8   1   2   2   2   6        Fireworks       no          S,CK,(M,MG,K,I)
Fire Lance       40   1   3   1   2   1   5        Explosives      Gunmen         
Fortifications  150   0   2   0   6   3            City Defense    no          (all but MG)
General          --  10   7   3   3   2   4,8      --none--        --   
Great Wall       --   0   8   0   4   3   4        --none--        --
Gunmen           50   3   3   1   2   1            Guns            no
Heavy Cavalry    80   5   3   5   2   2   5        Horse Armor     no          (S,CK,MG,M)
Heavy Trebuchet  80   8   1   2   2   1   3        Adv. Trebuchets no
Horse Archers    90   5   3   2   2   1   5        Compound Bow    Horse Armor
Impassable       --   -   -   0   -   -   1        --none--        no          B   
Indian Pikemen   30   1   2   1   3   1   5        --exclusive--   Gunmen      I
Indian Infantry  60   6   3   1   3   1            --exclusive--   no          I
Indian Cavalry   80   6   2   2   3   1            --exclusive--   no          I
Infantry         40   6   3   1   1   1            --exclusive--   Gunmen      C
Jalal al-Din     --  14   8   3   4   3   3,4      --none--        --
King             --   0   6   0   3   1   4        --none--        --
Khan (4 kinds)   --  14   5   6   3   3   3,4,5    --none--        --
Knights          80   6   2   2   2   1            --exclusive--   no          C
Lancers          30   1   2   1   2   1   5        --exclusive--   Gunmen      M,T
Light Cavalry    60   5   2   6   2   2   5        Horse Armor     no          M,T,I,MG
Mangonel         50   6   2   2   2   2            Seige Weaponry  no       
Mamlukes         60   6   2   5   3   2   4        Mamlukes        no          (S,CK,I,M)
Mongol Infantry  30   2   2   1   1   1            --exclusive--   no          MG   
Mongol Cavalry   --   6   3   6   3   2   4,5      --none--        no 
Mongol General   --  12   4   6   3   2   4,8      --none--        no
Partisans        --   4   2   2   2   1   2        -none-          no
Peasants         80   0   1   2   1   1            Peasantry       no          S,CK,(MG)
Pikemen          30   1   2   1   1   1   5        --exclusive--   Gunmen      C
Rebel Cavalry    --   7   3   6   3   2   3,4,5    --none--        no
Samurai          80   5   4   1   2   2            --none--        no          B
Sappers         100   8   1   1   3   6   3,6      Mining & Sap.   no
Settlers        100   0   1   1   1   1            Peasantry       no          C,M,I,K
Scouts           30   0   1   3   2   1   2,4,7    --exclusive--   no          MG
Seige Defense   100   0   2   0   3   3            Seige Counter.  no          (all but MG)
Seige Tower     140  10   3   1   2   2   3        Seige Expertise no
Spy              20   0   1   3   1   1   4,8      --exclusive--   no          MG
Trebuchet        80   8   1   2   2   1   3        Counterweight L.no
Usurper          --  18   7   6   4   3   3,4,5    --none--        no
Warriors         80   4   4   2   2   3   4        --none--        no

NAVAL       HOLD    
Caravel      2  100   3   2   5   1   1            -Naval Warfare  no           (C)
Dhow         1   60   2   1   8   1   1            --exclusive--   no           I,M,T
Lateener     1   60   3   2   5   1   1            --exclusive--   no           C
Junk         2   60   3   2   7   1   1            --exclusive--   no           S,CK,MG
Warship      2  120   7   3   6   2   1            Naval Warfare   no           (S,CK)

C= Christian, CK= Chin and Japanese, I= Indian, MG= Mongol, M= Muslim, S= Sung Chinese,
B= Barbarian

Special abilities:
1: cannot ever be attacked
2: moves as if all terrain were roads (i.e. alpine troops)
3: ignores city walls
4: can see up to two squares away
5: defense +50% vs. units with movement of 2.
6: destroyed after attacking
7: invisible like a submarine
8: can see invisible units 

**** SPECIAL UNITS ****

THE EMPEROR
	The Emperor represents the supreme ruler for each civ.  You can find them in the
capital cities: Urgenj, Constantinople, Ta-tu, Hang-zhou, Delhi, and Baghdad.  In addition
the Pope in Rome is considered an Emperor so the Christians have two.  Like the Khan no
extra Emperors can be built by anyone.  Emperors are defensive units and so unlikely to
leave the capital cities they start out in.  When an Emperor dies a new one arises
somewhere else in the empire, but this only happens one time per civ.  For the
Khwarizmians the Emperor when killed is replaced by the Jalal al-Din unit.

THE KHAN
	The strongest type of unit in this game is the Mongol Khan which the Mongols
have instead of an Emperor unit.  The Mongols start the game with Genghis Khan.  If and
when he dies, he is replaced by Ogadai Khan.  When he dies, the replacement is Mangu Khan.
Mangu Khan's replacement is Kublai Khan, but that is all.  After Kublai Khan the Mongol
leaders got soft and weren't the great military leaders they once were, so Mongols get
only four khans.  Beware of losing your Khan in other ways!  Meaning don't let it get
bought by another civ or accidently disbanded.  If something like this happens you won't
get any more leaders.  Keep it stacked with other units if possible and especially be
wary of putting it in small towns that an enemy envoy could buy.  If you lose your Khan
from having it bought in a small town, I would not consider it cheating to restart from
a previous turn, because this is something I would like to control but cannot.

THE USURPER
	Let me warn you that when your Khans die, really bad things can happen.  Mostly 
this is reflected in wonders becoming obsolete (see Wonders section below!) and
rebellions.  The death of Genghis is not so bad because everyone respected Genghis'
decisions including the desire for Ogadai to succeed him.  But when Ogadai and Mangu
die, real troubles can break out.  In real history Ogadai's death resulted in over
five years of troubles and when Mangu died the empire split into four parts for all
practical purposes.  In this game, such civil wars are mostly represented by the
Usurper unit.  This unit is like the Khan unit in appearance and numbers, only even
tougher to kill!  When it conquers towns, often Rebel Cavalry will join it, which are
similar to Mongol Cavalry except they ignore City Walls.  So Usurpers must be defeated
quickly or more and more Rebel Cavalry will appear and your whole empire will unravel!
Be careful with your capital especially so your empire doesn't split into two.

THE KING
	The King is essentially the same as the Emperor except less powerful.  It cannot
move at all.  When Kings die are not replaced.  The following towns have King units
in them: Kaesong, Kamakura, Ningsia, Tali, Orissa, Warangal, Devagiri, Kampili, Mainz,
Alamut, Vilna, Pegu, Bulgar, Cairo, Konya, Pest, Paris, Axum, Novgorod, Kiev, Venice,
Vijaya, Sukhothai and Hanoi.

THE GENERAL
	The General is a very powerful offensive unit that cannot be built by anyone.
Each civ starts out with one or two, and the events file randomly generates new
generals occassionally.  Some civs are more likely to get more generals more quickly,
but its all a matter of luck.  The Mongol General moves twice as fast as the other so
it can keep up with the rest of the Mongol army.  Having a General die does not
instantly make a new one- you have to wait until luck comes your way again.

GREAT WALL
	In addition to the Great Wall wonder in Ta-tu, the Great Wall is physically there
on the map, represented by Great Wall units.  These units cannot move or be moved.
They cannot be built by anyone and cannot attack either.  They're just there, just like
a wall.
	Their location represents the real extent of the Great Wall at the time of
the game.  Luckily for the Mongols there are several small gaps between sections of
the Wall but you will probably need to break through it at least north of Ta-tu.  None
of the Great Wall is homed to any town and all start as veterans.  Unless you want to
waste your energy killing each Wall unit, probably the only way the Great Wall will
disappear is if you destroy the entire Chin and Kara-Khitai civilization.  Note also
that this unit has an ability to see two units away, allowing the Chin to see
enemy movements.

CITY DEFENSE AND FORTIFICATIONS
	These are similar to Great Wall units except that they can be built with the
proper prerequisite.  They represent all the various weapons and techniques like moat
building, hot oil, boulder dropping and so on that a really tough city defense would
employ.   Like Great Wall, they cannot move or attack- they are just there to defend.
Since they can't move, they can only be found in cities because when they're completed
that's where they go.  There are a few Fortifications starting the game outside cities
representing tough castles and countryside walls in the Holy Land, on the Chin/Sung
border and in weaker sections of the Great Wall in Manchuria.  These Fortifications
ARE all homed to nearby towns (except the Great Wall ones), so conquer the town and you
kill them.

IMPASSABLE
	Think of this more of a terrain type than a unit.  The Impassable unit represents
mountain terrain that is just too high (more than 15,000 feet) for any army of the time
to cross over.  The unit is actually a barbarian air unit, which means that it cannot
be attacked and will never go away.  The unit looks like a very snowy mountain top,
much whiter than any of the terrain squares.  You will generally find Impassable units
in Tibet and the mountain ranges connected to it.  The only Impassable units outside of
this are in the Middle East: there are a few in the Caucasus Mountains (between Tiflis
and Derbent) and a few more south of Tiflis.  To make sure the Impassable unit didn't
cause zone of control problems, all units now ignore zones of control.  Also, be careful
clicking on a square with the Impassable unit, because the screen doesn't "move" as if its
an empty square.  In addition don't move into them with any unit or you may lose it.

MONGOL CAVALRY
	The Mongols start with many of these units, but cannot build any extra.  From time
to time however, new ones will appear spontaneously in Mongolia.  This represents the
fact that the best soldiers, always horsemen, came from Mongolia (to note the depth of
their skills on horse, consider that they actually preferred sleeping on horseback and
sometimes wouldn't get off the horse once for weeks at a time!).  But the population
there is very limited and so they supply of such crack troops is very limited too.  It
makes no sense that the Mongols could "build" such units in, say, Vienna.  Instead, 
the Mongols can build Heavy Cavalry and Light Cavalry which are good but a step down
in quality.  Other civs located on the steppes can build these too.

FIRE GRENADE, ARROW ROCKET AND FIRE LANCE
	I feel a need to explain these weapons because most have never heard of them.  This
was the great age of cavalry, but outside of Europe explosives were very important as well.
Many today find it hard to believe that these types of weapons were anything more than
novelties.  In fact they were very important, from Fire Grenades being used against the
Crusaders in Syria to major sections of armies firing rockets in China.  By the time these
weapons made it to Europe the Cannon and Handgun were already ascendant and Europeans never
had the skills in explosives the Chinese did anyways, thus the ignorance of these weapon
types (note the only exception to this ignorance is Greek Fire cos it was used by Europeans
in Europe).
	The Fire Grenade was a kind of chemical hand grenade made by Muslims in the Middle
East but perfected by the Chinese.  The Arrow Rocket was a real rocket and some even had
multiple stages like rocketships.  The Fire Grenade unit is much cheaper but also less
powerful than the Arrow Rocket.  Both are destroyed after attacking.  The Fire Lance is
related to the gun, flame-thrower and Greek Fire.  It was an inextinguishable type of fire
like Greek Fire that was shot out of a stick and could shoot out a continuous jet of flame.
This unit is primarily defensive since it was vulnerable on the battlefield and mostly used
behind fortifications.

SAPPERS, SIEGE TOWERS, BATTERING RAMS AND TREBUCHETS
	When it comes to seige units, none are really that fast.  Seige Towers are very
effective and have strong defense, but are slow and expensive.  Trebuchets and Heavy
Trebuchets move faster (Trebuchets had a way of being folded up for rapid movement) but
are less powerful.  For the Mongols and others, the most effective way of capturing
cities with REALLY tough defenses (like Alamut) were with Sappers.  They could either
tunnel under the walls to allow troops to sneak in or they could dig up to the walls and
weaken them until a section fell down.  They are destroyed after attacking however.

ASSASSINS
	As explained above, Assassins first appear in the city of Alamut.  They are quite
devastating and being behind City Walls provides no protection from them.  To take the
town you will need to move a unit with a very strong defense like Khan or Emperor onto
a mountain square adjacent- chances are this can survive a one Assassin attack.  Then
the other units on that square can attack the heavily defended city the next turn.  Once
you capture Alamut your Assassin problems aren't over.  The Assassins also had bases in
the barren wastes of southern Iran (south of Herat) and in Syria (north of Mosul).  You
will need to occupy these (three) nearly impregnable mountain bases for the Assassin
threat to permanently stop.  Their numbers here are thankfully fewer however.

PARTISANS
	I have arranged it so that civs can't actually build Partisans. But for civs 
having the Guerrilla Warfare tech, most anytime a city is conquered, Partisans will
spontaneously appear.  Only the Indians and Muslims start out with Guerrilla Warfare,
but expect the other civs to get it before too long.

SCOUTS
	The Mongols had incredible knowledge of the countries they would attack, often
better than the leaders of those countries themselves!  This is because they would
send out many people disguised as traders to survey and make note of all they saw.
Scouts cannot do the functions of diplomats or spies and they cannot attack.  But
they can travel quickly over any terrain to scout out the enemy.  Like submarines,
they cannot be seen by enemy units unless a unit tries to walk directly into their
path.  The exception to this are Generals and Diplomats, which can see Scouts
from one square away.

THE SPY AND ENVOY
	The Spy is a Mongol only unit that has the functions of the regular Civ2 game's
Diplomat.  The Mongols tended to dress up their spies like merchants and then learn
what was going on inside a city they planned to attack.  So this unit looks like a
trade unit even though its not.  One thing that you cannot do with this unit though
is bribe cities.
	The other civs use the Envoy unit instead, which CAN bribe enemy cities.  But if
you play another civ other than Mongols your Envoy cannot bribe enemy cities either!

**** CITY IMPROVEMENTS ****
	One can't actually change what city improvments do, but I changed the
names, pictures, upkeep and costs of many.  The prerequisites of many city 
improvements have been changed as well.  Use the civilopedia to look these up 
if interested.  The major changes are mentioned below.

BAZAAR-
	Marketplace renamed since that's what they're called throughout Asia.

POST HOUSE-
	Courthouse renamed.  Genghis Khan developed a particularly effective series
of post houses that made rapid communication over large distances possible, but
other large empires had the same idea too.  They made the empire more manageable, 
reducing corruption just as this improvement does.  Post Houses are cheaper than 
Courthouses, costing only 60 gold and have no upkeep.  Post Houses also increase
happiness in a city for the Mongols.

MONASTERY-
	This boosts trade 50% and can be built after Bazaar (Marketplace) and before
Bank.  Monasteries cost 100 to make and require no upkeep.

MOSQUE-
	Colosseum renamed.  Islam was popular throughout most of Asia at this time
and the Christians already have their happiness problem solved via wonders.  So I
thought it more appropriate to not make all the religious improvements so West
European.

PAGODA-
	Cathedral renamed.  Similar reasoning as Mosque.  This only costs 2 in
upkeep.

INTENSIVE IRRIGATION-
	Supermarket renamed.  Obviously you can't have supermarkets at this time
but certain parts of the world were much more intensively irrigated than others esp.
rice growing China.  Costs 120 shields 1 upkeep.

CARAVANSERAI-
	Superhighways renamed.  Costs 200 and 1 upkeep.  All along the Silk Road and
other trade routes Caravanserais were built to facilitate the flow of trade.  Traders
could sleep there and restock their supplies, and were safely protected.  So the one
extra trade for each road square I think is very appropriate.  The Mongols being a
Despotism don't get the bonus unless the square has both a road and river on flat
terrain.

SHIPYARDS- 
	Port Facility renamed.   Costs only 2 in upkeep.

MILL AND MANUFACTURING CENTER-
	Mills use water to greatly increase production.  Manufacturing Centers represent
early factories run by guilds.  Both increase shield productions 50%.  Mills cost 2 in
upkeep, Manufacturing Centers cost 4.

PRINTING HOUSE-
	In China printing had already greatly increased knowledge centuries before the
Printing Press was "invented" (more like copied) by Guttenberg in Europe.  Printing
Houses increase knowledge 50% over Universities and Libraries.

(LUXURY GOODS)-
	This is (Capitalization) for an earlier era, allowing you to make money instead
of shields in a city.  If you do well and get to have a big empire, it can start taking
an annoyingly long amount of time to get through one turn.  I recommend having the cities
in the heartland of your empire "make" Luxury Goods, and use the extra money to speed up
production in cities near your borders.  This way you don't have to move every unit
halfway across Asia.

TECHNOLOGY TREE
       With the new freedoms given by the Scenarios CD, I took the liberty of radically
changing the technology tree.  I made up the new techs willy-nilly without much thought
so don't put too much stock in the tech names.  The reason was to spread out all the
rearranged and new units, wonders and so on onto as many different techs as possible to
make the stealing or trading of any one not so important.  Also, most of the really
advanced techs simply don't exist in this world.  Nothing from Steam Engine and beyond.
If you're really interested in knowing the exact layout of this tree you can use the
civilopedia if you have the Scenarios CD.  If not, look at the rules.txt file.
	Some of the advances are just for cosmetic reasons, to get the People.gif and
Cities.gif files to work out.  These are Islamic Architecture, Mongol Appearance, and
Asian Architecture.  Just ignore them.  There also are some techs with Secrets in the
title like Islamic Secrets.  These are there to make the exclusive units work out and
can't be traded, stolen or researched at all so ignore them too.
	One final note- when looking these up in the civilopedia unfortunately they
don't re-alphabetize the list so it can be hard to find a tech in the list.  Even some
basically unchanged civ advances (like Invention) have been relocated on the list
for reasons too confusing to explain here.  So just keep looking; chances are its there.

**** WONDERS ****
	The wonders have been changed to reflect the real wonders of the time.  Note what
makes wonders obsolete!  Rather than new techs, they are made obsolete by actions:
cities being conquered by the Mongols or Mongol Khans dying.  As a result, the Mongols
are not able to take advantage of some wonders that the conquer, and as time goes on
less and less happiness wonders remain active.  In fact, every single happiness wonder
will probably be obsolete by the end of the game.  On the plus side, for all the towns
the have wonders become obsolete when conquered, there are large treasures to be
plundered.

NEW NAME                   OLD NAME                 CITY                 OBSOLETE?
Academy of Wisdom          Copernicus' Observatory  Baghdad              Baghdad conquered
Al-Koran                   Isaac Newton's College   Medina               no
Angkor Wat                 Eiffel Tower             Angkor               no
Church of Holy Sephulchre  obsolete                 Jerusalem            --
Control of the Silk Route  Colossus                 Samarkand            no
Dome of the Rock           Hanging Gardens          Jerusalem            death of Kublai
Forbidden City             Leonardo's Workshop      available            no
                                                  (w/ Yuan Dynasty)
Gardens of West Lake       Lighthouse               Hang-zhou            no
Grand Canal                Pyramids                 Hang-zhou            Hang-zhou conquered
Hagia Sophia               obsolete                 Constantinople       --
Great Wall                 same                     Ta-tu                Kaifeng conquered
Confucius Temple           Adam Smith's Trading Co. Yang-zhou            no
Ka'aba                     Cure for Cancer          Mecca                death of Kublai
Mahabharata                obsolete                 Benares              --
Marco Polo's Embassy       same                     available            no
                                                  (w/ Exploration)
Mogao Caves                obsolete                 Tunhuang             --
The Teachings of Buddha    obsolete                 Patna                --
Pagan Pagodas              obsolete                 Pagan                --
Potola Palace              Oracle                   Lhasa                death of Ogadai
Pyramids                   obsolete                 Cairo                --
Qutab Minar                Shakespeare's Theatre    Delhi                Delhi conquered
Saladin's Citadel          King Richard's Crusade   Cairo                no
Somnath Temple             obsolete                 Somnath              --
Stupa of the Wild Goose    J. S. Bach's Cathedral   Chang'an             death of Mangu
Temple of Heaven           SETI Program             available            no
                                                  (w/ Imperial Majesty)
Travels of Ibn Battuta     Apollo Program           available            no
                                                  (w/ Islamic Unity)
The Vatican                Michelangelo's Chapel    Rome                 Rome conquered
Yasa Code                  Sun Tzu's War Academy    Karakorum            death of Genghis

OTHER CHANGES AND NOTES:
- Twice as much food is required to increase population and settlers are a bit harder to
make.  Each person in a city eats THREE food, not two, per turn.  This makes growth much
slower, but to compensate a bit I let some of the terrain types produce a bit more food.
Population size was increasing very slowly at this time. 
- City improvements and units cost roughly twice the usual rate to make.  This is because
of the limited time frame of a scenario- you can't rebuild a town or create an army in a
few years.
- Scientific advances are fifteen times harder to accomplish. This is after all still the
Middle Ages.
- There is two new terrain types- Dunes and Taiga.  These replace Tundra and Glacier.
Dunes represent very severe deserts.  They cost 6 movement points to cross, reflecting the
near impossibility of crossing large deserts without dying of thirst or starvation (amongst
other problems).  There is only one specialty square for Dunes, which is Oasis (but not as
productive as an Oasis in a normal desert square).  Taiga represents the great northern
forests.  These forests differ from the usual forest type in that this terrain is harder to
cross (4 movement points), easier to defend in (same value as hills), and less productive.
The specialty squares are honey and fur.
- Some of the special terrain squares have been changed.  Since Buffalo don't exist
in the Old World, that has been changed to the more appropriate Horses.  Coal has
been changed to Silver since that was much more important in the ancient world.  Pheasant
has been renamed Game.  Desert Oil has turned into Lapis Lazouli, a incredibly valuable
type of stone.  Wheat is renamed the more generic Grain.  Some of the special terrain
squares have been tweaked with to be even more productive too.  In particular, Silk is now
a great one to have (eight trade!).  Jungles are more productive since India is nearly all
jungle, and it can be irrigated as well.
- A few of the trade goods were changed to fit the times (i.e., slaves instead of 
uranium, silk becomes one of the best to make, jade replaces the old silk spot). 
- Pollution doesn't matter.
- Tech from conquest is forbidden.

OBJECTIVES
	There are 230 total objectives in the game.  Major cities are worth 3 each, minor
cities 1 (wonders do not count as objectives due to a bug that happens when that is
selected).  All the towns the start the scenario with wonders in them count as 3 objective
points plus the towns of Alamut, Ch'uan-zhou, Guang-zhou, Urgenj, Kamakura, Paris and Kaifeng.
All other towns count as 1 objective.  To reach a decisive victory one needs a total of 200 
objectives.  For a marginal victory one needs 120 objectives.  That is about how many the
Mongols had at their height of power.  A marginal defeat is less than 80 objectives, and
60 or less objectives is a decisive defeat.
	In addition, to win the game, I would add the additional requirement that you end
the game with the Kublai Khan unit alive.  To purposely disband an early Khan to avoid
later effects is cowardly and to keep Genghis or Ogadai alive to the end of the game is
a form of cheating as well since no human could live that long.  If Kublai is dead by the
end of the game, that shows you used up your khans too fast.  So a decisive victory should
be 200 objectives AND the Kublai Khan unit alive and well (he actually died in 1294 but
could have lived longer if he didn't drink so much).

PROBLEMS AND BUGS
	Around the year 1230 messages say many or all the wars determined by the Events.txt
file have ended.  I don't know why this happens, but they haven't.  If a civilization
gets completely destroyed, you might continue to get messages that that civ gets new
generals and such, but of course it doesn't.
	Sometimes when a city starts starving to death there is a message that a trade
route has been terminated.  Sometimes this doesn't actually happen and the message keeps
repeating and repeating each turn- very annoying!  Not my fault though.

FINAL NOTES
	Making this scenario was a great opportunity for me to learn about the history
of the 1200's.  I skimmed a good number of library books on the subject so I think
it's pretty accurate.  All the pictures of wonders were taken from real pictures of 
those things, generally taken off the internet.  Version 3 is much more accurate than
previous versions.  Apologies for any inaccuracies you find- if you have any improvements
or comments to make, please let me know.  My name is Harlan at harlant@hawaii.edu.
	Free distribution of this scenario on the internet is encouraged, but please do
not attempt to sell or make money from this scenario in any way.

THANK YOUS
	Many of the units were based on those I saw from other scenarios- sorry I can't
keep straight which came from where but thanks to all who made them.  I was able to get
lots of useful information and graphics from here and there on the internet.  I found
many pages linking from the Seven Wonders of the Ancient World page (http://pharos.
bu.edu/Egypt/Wonders/) and the general history index at http://kuhttp.cc.ukans.edu
/history/index.html.  The Genghis Khan picture in the Title.gif was taken from the
internet (http://www.crl.com/~zlater/khan.html).  The Cog and Chinese Pikemen unit
graphics are made by Alex the Magnificent, which I then edited a little.
	Thanks to all those who playtested, especially Cam Hills for his thorough comments.

